Is it possible to save hair presets(is already saved as wearable or as sub-scene) similar to the genesis shaping presets?
Or different shape(changed only strand location) of same hair have to saved as wearable too?
I'm wondering if you save the strand based hair item as a scene subset with nothing else in the scene if that is distributable? I don't want to break any rules but I'd be willing to try sharing my flattop to see if it works. It ain't much but it would prove the concept if it's legal.
also what are the settings that make the hair strands less thick and blocky?
If you mean the strand thickness you can adjust that in the SBH editor under the Distribute tab >> Width. You can adjust the thickness of the hair strand's base as well as the thickness it tapers to at the tip.
Is it possible to save hair presets(is already saved as wearable or as sub-scene) similar to the genesis shaping presets?
Or different shape(changed only strand location) of same hair have to saved as wearable too?
I THINK (could be wrong) that each variation of the hair needs to be saved as a separate scene subset.
I'm wondering if you save the strand based hair item as a scene subset with nothing else in the scene if that is distributable? I don't want to break any rules but I'd be willing to try sharing my flattop to see if it works. It ain't much but it would prove the concept if it's legal.
Hmm That's a good question. I'm not sure. As long as it doesn't have any actual geometry in the files you're sharing it should be ok, I would think. This is such a new part of Daz Studio though that it's hard to know what is allowed as far as sharing and freebies made with it.
Somone askes for Grass in stranbased, so here is a first wild experiment. render time 3 and a half minutes for a 1m^2 plane with 100 segments
(note I tried with a 1 segment plane first but theres is only one strand on each corner seen in the SBH menue, so that its a bit hard to make differences)
generaly I'd say this will be an option with some more trying but to make it more interesting two different layers would make sense to give it some colour variation. also the ones on the short side went a bit too short
Thanks for testing it, Linwelly - I think with a texture map to give it some hue/saturation/color variation it would work nicely! I think it would look neat for like a swamp (I'm envisioning the "bald" areas to have water shining through).
Todays experiment: I said I wanted to do something like James Bond of the 60s would have had, a short style with a defined part. Here's what I came up with. I'm still not sure how I got the part, in the clumping I clicked on something and BOOM! it instantly parted perfectly. But could I redo that step? At the moment, no but I'll try to figure out what it was. Anyway maybe this is more late 60s bond than around 1963ish bond that I wanted (too shaggy on the sides!) but not too bad for a first try at such a style.
For saving strand based hair, it seems you can save them the same as any other figure/prop support asset, although they seem to be a little finicky about loading in properly on other characters in my current test (maybe because it wasn't created on base g8f but it seems like the transforms weirdly effect the generated pr hairs as they are appearing away from the location of the guide curves)
also what are the settings that make the hair strands less thick and blocky?
There is an area for hair thickness close to the top of one of the tabs, either style or clump, I think. You would need to set tip and root thickness separately, but I think it's the root thickness that's making the human hairs look odd-I tried messing with Daz Horse 2 and setting tip and root thickness to slightly more than the default root thickness made a horse mane and tail with a convincingly coarse texture (styling...eh. Still haven't got the hang of that.)
In the distribute tab there are paramaters for hair root and tip thickness as Odaa says. Defaults have the root thicker than the tip as youd expect. But I thnk too thick. I have been setting the root thickness to be the same as the tip (I think that takes if from 0.2 to 0.1) and then halving the tip thickness. Basically I halve them both.
Short hair tends to look really whispy at the default density of 10, I have to ramp it up to 100 or 125 to get full coverage for short hair. Or in my beard example, I added some clumping and kink to curl up the hair a little to filll some gaps so it could be less dense but that's a look, if you want it straight without kinkiness I think density is the only choice. Longer hair seems more forgiving in tht regard.
Another setting I've found important / useful is the segment length. It's in the style tab and the default is 1 I think. I've been setting it to 0.5 or less. I fidn that makes it easier to style in that the guide hairs always look fine either way but when you go to the clumping tab they get all mangled and agular. You get smoother hair with shorter segment lengths (probably way more system burdensome too though, remember I'm working with short hair so far so it's okay for me). For short hair I fild lots of segments essential so you can comb it into a neat style that isn't just straight up. If you are doing long hair it might not be as important unless you are doing kinky hair, then I found that to get more curly kinks you needed to have shorter segment lengths.
I hope some of that made sense. It's hard to describe this stuff properly without the program open in front of me and maybe some screen shots to share.
Thank you Diva, Odaa and Grinch for the tips, though I should have specifdied I'm trying to make adjustments to the dForce Bristol hair, and from my understanding you can't go into the strand editor with dforce hair. Also from a previous post of mine, is there a way ti make the hairs behave when object colide with it, such as hands?
In hindsight, I wish I had done the HD morph thing with Wyrms (though at the time I'm not sure I had the tools that would have easily created HD stuff)
What's keeping you from doing an update then? Or a Wyrms HD upgrade?
They sell really really REALLY poorly. I'm not primarily motivated by money, but generally if I have a choice between a project a bunch of people are interested in and a project a few people are interested in, well.
I HAVE been toying with creating a similar but different project, using what I've learned. In addition to HD details I'd LOVE to use good JCMs to get the bends a lot more sinuous; the dragon model has probably 1/4 of the articulation points you'd really want in a proper snake, so it's an interesting challenge. I'm still happy with how well it came out, given my lack of knowledge about a lot of techniques.
It seems there may be a way to get dForce to work with Strand Based Hair that we all could possibly use. The trick seems to be to apply a "dForce Surface Modifier" to the SBH. I could only seem to apply the modifier to the hair when I had "Preview PR Hair" ON. Then just run the simulation. Attached is a quick test on a sphere.
Interesting but I suspect it is like applying it to the full exported imported mesh which on a hair I did caused a BSOD
It seems there may be a way to get dForce to work with Strand Based Hair that we all could possibly use. The trick seems to be to apply a "dForce Surface Modifier" to the SBH. I could only seem to apply the modifier to the hair when I had "Preview PR Hair" ON. Then just run the simulation. It takes some time for the simulation to initialize all the spring settings for all the hairs, but it seems to work.
Thank you Diva, Odaa and Grinch for the tips, though I should have specifdied I'm trying to make adjustments to the dForce Bristol hair, and from my understanding you can't go into the strand editor with dforce hair. Also from a previous post of mine, is there a way ti make the hairs behave when object colide with it, such as hands?
It seems there may be a way to get dForce to work with Strand Based Hair that we all could possibly use. The trick seems to be to apply a "dForce Surface Modifier" to the SBH. I could only seem to apply the modifier to the hair when I had "Preview PR Hair" ON. Then just run the simulation. It takes some time for the simulation to initialize all the spring settings for all the hairs, but it seems to work.
It seems there may be a way to get dForce to work with Strand Based Hair that we all could possibly use. The trick seems to be to apply a "dForce Surface Modifier" to the SBH. I could only seem to apply the modifier to the hair when I had "Preview PR Hair" ON. Then just run the simulation. It takes some time for the simulation to initialize all the spring settings for all the hairs, but it seems to work.
If you're going to try the strand based hair using the cloth dforce, you'll probably have to try weight map it to stay on, also change the collision offset for all the hair surfaces to 0.01 or whatever the thinest of your hair is but in cm rather than mm this -should- help with the polygon bloat that makes it look like magnetic tape
If you're going to try the strand based hair using the cloth dforce, you'll probably have to try weight map it to stay on, also change the collision offset for all the hair surfaces to 0.01 or whatever the thinest of your hair is but in cm rather than mm this -should- help with the polygon bloat that makes it look like magnetic tape
I am aware of this, I have weightmapped and dforced Zbrush fibermesh, I shared some examples earlier
was just seeing what applying a modifier to this unconverted to an obj did
If you're going to try the strand based hair using the cloth dforce, you'll probably have to try weight map it to stay on, also change the collision offset for all the hair surfaces to 0.01 or whatever the thinest of your hair is but in cm rather than mm this -should- help with the polygon bloat that makes it look like magnetic tape
I am aware of this, I have weightmapped and dforced Zbrush fibermesh, I shared some examples earlier
was just seeing what applying a modifier to this unconverted to an obj did
sorry wasn't implying otherwise, probably should have made it clearer but my comment was directed in general to anyone else wanting to try this and not specifically towards your example.
If you're going to try the strand based hair using the cloth dforce, you'll probably have to try weight map it to stay on, also change the collision offset for all the hair surfaces to 0.01 or whatever the thinest of your hair is but in cm rather than mm this -should- help with the polygon bloat that makes it look like magnetic tape
I am aware of this, I have weightmapped and dforced Zbrush fibermesh, I shared some examples earlier
was just seeing what applying a modifier to this unconverted to an obj did
sorry wasn't implying otherwise, probably should have made it clearer but my comment was directed in general to anyone else wanting to try this and not specifically towards your example.
Yeah, that can happen when everything is text. But I assure you, many people reading this thread, regardless of when, will really appreciate the expanded information. SBH has quite the learning curve. At least, if you weren't already adept at Garibaldi Express or LAMH.
Comments
Strand Based Hair (no dForce) on the new girl Ellithia 8.
Here's a shorter style with the Strand Based Hair.
also what are the settings that make the hair strands less thick and blocky?
Is it possible to save hair presets(is already saved as wearable or as sub-scene) similar to the genesis shaping presets?
Or different shape(changed only strand location) of same hair have to saved as wearable too?
I'm wondering if you save the strand based hair item as a scene subset with nothing else in the scene if that is distributable? I don't want to break any rules but I'd be willing to try sharing my flattop to see if it works. It ain't much but it would prove the concept if it's legal.
If you mean the strand thickness you can adjust that in the SBH editor under the Distribute tab >> Width. You can adjust the thickness of the hair strand's base as well as the thickness it tapers to at the tip.
I THINK (could be wrong) that each variation of the hair needs to be saved as a separate scene subset.
Hmm That's a good question. I'm not sure. As long as it doesn't have any actual geometry in the files you're sharing it should be ok, I would think. This is such a new part of Daz Studio though that it's hard to know what is allowed as far as sharing and freebies made with it.
Thanks for testing it, Linwelly - I think with a texture map to give it some hue/saturation/color variation it would work nicely! I think it would look neat for like a swamp (I'm envisioning the "bald" areas to have water shining through).
Todays experiment: I said I wanted to do something like James Bond of the 60s would have had, a short style with a defined part. Here's what I came up with. I'm still not sure how I got the part, in the clumping I clicked on something and BOOM! it instantly parted perfectly. But could I redo that step? At the moment, no but I'll try to figure out what it was. Anyway maybe this is more late 60s bond than around 1963ish bond that I wanted (too shaggy on the sides!) but not too bad for a first try at such a style.
For saving strand based hair, it seems you can save them the same as any other figure/prop support asset, although they seem to be a little finicky about loading in properly on other characters in my current test (maybe because it wasn't created on base g8f but it seems like the transforms weirdly effect the generated pr hairs as they are appearing away from the location of the guide curves)
There is an area for hair thickness close to the top of one of the tabs, either style or clump, I think. You would need to set tip and root thickness separately, but I think it's the root thickness that's making the human hairs look odd-I tried messing with Daz Horse 2 and setting tip and root thickness to slightly more than the default root thickness made a horse mane and tail with a convincingly coarse texture (styling...eh. Still haven't got the hang of that.)
In the distribute tab there are paramaters for hair root and tip thickness as Odaa says. Defaults have the root thicker than the tip as youd expect. But I thnk too thick. I have been setting the root thickness to be the same as the tip (I think that takes if from 0.2 to 0.1) and then halving the tip thickness. Basically I halve them both.
Short hair tends to look really whispy at the default density of 10, I have to ramp it up to 100 or 125 to get full coverage for short hair. Or in my beard example, I added some clumping and kink to curl up the hair a little to filll some gaps so it could be less dense but that's a look, if you want it straight without kinkiness I think density is the only choice. Longer hair seems more forgiving in tht regard.
Another setting I've found important / useful is the segment length. It's in the style tab and the default is 1 I think. I've been setting it to 0.5 or less. I fidn that makes it easier to style in that the guide hairs always look fine either way but when you go to the clumping tab they get all mangled and agular. You get smoother hair with shorter segment lengths (probably way more system burdensome too though, remember I'm working with short hair so far so it's okay for me). For short hair I fild lots of segments essential so you can comb it into a neat style that isn't just straight up. If you are doing long hair it might not be as important unless you are doing kinky hair, then I found that to get more curly kinks you needed to have shorter segment lengths.
I hope some of that made sense. It's hard to describe this stuff properly without the program open in front of me and maybe some screen shots to share.
Been playing around with the strand based hair (no its not dForced, just sbh)
Kaylyn
https://www.daz3d.com/gallery/images/815561
That looks really good Mattymanx
Oh! Very nice.
Thank you guys! :)
Thank you Diva, Odaa and Grinch for the tips, though I should have specifdied I'm trying to make adjustments to the dForce Bristol hair, and from my understanding you can't go into the strand editor with dforce hair. Also from a previous post of mine, is there a way ti make the hairs behave when object colide with it, such as hands?
What's keeping you from doing an update then? Or a Wyrms HD upgrade?
They sell really really REALLY poorly. I'm not primarily motivated by money, but generally if I have a choice between a project a bunch of people are interested in and a project a few people are interested in, well.
I HAVE been toying with creating a similar but different project, using what I've learned. In addition to HD details I'd LOVE to use good JCMs to get the bends a lot more sinuous; the dragon model has probably 1/4 of the articulation points you'd really want in a proper snake, so it's an interesting challenge. I'm still happy with how well it came out, given my lack of knowledge about a lot of techniques.
,
Interesting but I suspect it is like applying it to the full exported imported mesh which on a hair I did caused a BSOD
nonetheless may retry it gingerly later
This sort of works, but the hair becomes strange and chunky. :(
Hi Sorel, I have replied here to your question: https://www.daz3d.com/forums/discussion/comment/4685196/#Comment_4685196 :)
if too many will crash the display driver
I had a go and it fell out of the head as not welded like a mesh would
18 frames in I cancelled
that looks like a deranged record tape wig :D (but then my experiments on hair still look like the flying spaghetti monster
If you're going to try the strand based hair using the cloth dforce, you'll probably have to try weight map it to stay on, also change the collision offset for all the hair surfaces to 0.01 or whatever the thinest of your hair is but in cm rather than mm this -should- help with the polygon bloat that makes it look like magnetic tape
I am aware of this, I have weightmapped and dforced Zbrush fibermesh, I shared some examples earlier
was just seeing what applying a modifier to this unconverted to an obj did
sorry wasn't implying otherwise, probably should have made it clearer but my comment was directed in general to anyone else wanting to try this and not specifically towards your example.
Yeah, that can happen when everything is text. But I assure you, many people reading this thread, regardless of when, will really appreciate the expanded information. SBH has quite the learning curve. At least, if you weren't already adept at Garibaldi Express or LAMH.